Magneto

Born with the mutant power to manipulate metal through magnetism, Magneto eventually found himself on the path leading towards the genocide of all non-mutants following his time in the Auschwitz concentration camp in World War II. A close personal friend of Professor X, Magneto has been thwarted time and time again through the efforts of the X-Men.

In a nutshell

Magneto is very good at using projectiles, speed and option selects to corner the opponent and take advantage with strong high/lows. He has one of the best grabs in the game which temporarily traps the opponent, allowing time for a variety of follow up attacks. His ability to air dash and fly also give him the opportunity to increase damage during his solo combo and control space. Magneto is the quintessential corner combo character.

A counter move. It's probably better to try evading attacks rather than directly countering them, but it's not a bad idea to pull this out every once in a while. Triggering the counter leaves Magneto invulnerable, so opponents who activate the counter and manage to avoid the followup attack can't punish Magneto's recovery. The field that Magneto projects counts as a projectile when other projectiles hit it.

Hyper Gravitation +

Version

Damage

Guard

Startup

Active

Recovery

On Hit

On Block

Properties

50,000 x 2

-

26 (ground)30 (air)

-

35 (ground)36 (air)

-

-

50,000 x 2

-

31 (ground)35 (air)

-

30 (ground)31 (air)

-

-

50,000 x 2

-

36 (ground)40 (air)

-

25 (ground)26 (air)

-

-

The attack button used determines the speed and range of the attack. The L version has the shortest range but comes out the quickest, thus making it easily comboed into. The H version has the most range but the most startup.

Flight +

Damage

Guard

Startup

Active

Recovery

On Hit

On Block

Properties

-

-

15

-

-

-

-

Initiates or cancels Magneto's flight mode. Doing a normal jump, air dashing up, and activating Flight will let you call assists while dashing around at super jump height.

Magnetic Blast(in air) +

Version

Damage

Guard

Startup

Active

Recovery

On Hit

On Block

Properties

70,000

-

14

-

35

-

-

70,000

-

18

-

31

-

-

70,000

-

22

-

27

-

-

Magneto fires a projectile from the air that travels at a downward angle. Button strength determines startup and the travel speed of the blast; higher strength Blasts will take longer to come out but will move across the screen faster. Magneto retains any air momentum he has when using a Magnetic Blast, making this move great for covering approached when used in conjunction with assists, or for covering your retreats.

Fatal Attraction +

Damage

Guard

Startup

Active

Recovery

On Hit

On Block

Properties

-

-

7

23

11

-

-

Pulls opponent closer to Magneto. Enemies above Magneto can be pulled behind him when hit by this move, allowing for nifty mixups.

Pulls airborne opponent towards the ground. When airborne opponents hit by this move hit the ground, they will immediately tech roll.

Hyper Combos

Magnetic Shockwave +

Damage

Guard

Startup

Active

Recovery

On Hit

On Block

Properties

70,000 x 6

-

14+1

44

56

-

-68

The first of two of Magneto's moves that can OTG. Not all of the hits will land when used on a cornered opponent. Has invincibility on the first 10 frames of startup and pushes opponents away on hit and/or block, so it's a nice "get off me" move. Beware: Well-timed teleports or smart pushblocking will allow opponents to easily punish you if you carelessly throw it out.

Magnetic Tempest +

Damage

Guard

Startup

Active

Recovery

On Hit

On Block

Properties

10,000 x 40~80

-

4+23

77

29

-

-4

Mash for more hits. Mainly used to finish off combos or for an air DHC to get Magneto out of sticky situations. Has a rather lengthy startup time, so you'll mainly be comboing into this from a Hyper Grav or from j. xx Distruptor (the latter method being dependant on the opponent's height).

Gravity Squeeze +

Damage

Guard

Startup

Active

Recovery

On Hit

On Block

Properties

20,000 + 1,000 x 0~48 + 380,000

-

20+1

2

43

-

-30

Magneto's Lv. 3 Hyper Combo and second OTG. Mash for more hits. With Magneto's penchant for building meter, expect to be using this move as a combo finisher a lot. Can be comboed off of at lower hitstuns near the corner, or with just an Attraction into a Shockwave from anywhere on the screen. Like Magnetic Shockwave, Gravity Squeeze is invincible on the first 10 frames of startup. The move's hitbox is more or less fullscreen, but don't be expecting to snipe people on the other side of the stage too often due to having 21 frames of startup.